
Before diving into levels and perks (see the progression guide), it’s worth understanding what each class actually does and how “Kits” work: the subclasses that specialize each role.
How classes and Kits work
Each class has two Kits to choose from. A Kit comes with a perk, equipment, and a choice of primary weapon, sometimes a secondary too. Depending on what you’re carrying, each Kit has its own weight and ammo count. Generally, one Kit is more offensive (mobility, better handling, lower capture weight), the other more support/defensive (buildables, better suppressive ability). The name and “motto” next to the Kit tell you straight away what role it fills.
Example: Ottoman Engineer

The Saboteur Kit (“Seek and destroy!”) is more offensive: auto-spots nearby enemy equipment, has a water bottle for stamina and a pistol primary to stay light. The Frontline Builder Kit (“Fortify the line!”) is more defensive: extra structures and rifles to pick from.
Selecting a class and Kit works the same as in Isonzo: the Kit button sits right next to the class button, in matches and in the barracks alike. Picking a class defaults to the last Kit you used; weapons and cosmetics are saved per Kit.
The new classes
Ammo Bearer
Resupplies allies with ammo: can spawn on squad members and moves faster while carrying an ammo box. One Kit lets teammates resupply straight from your backpack, the other lets you place extra ammo crates on the ground.

Bomber
If you see a Bomber running at you, better start running the other way. Carries extra grenades, great for clearing trenches and suppressing enemies, but not much else. They’re also more resistant to grenade stun. One Kit makes you faster with more grenades, but melee-only as a secondary; the other gives an extra grenade slot to carry two different types at once.

Heavy Machine Gunner
Excels at pinning enemies down with lead: takes less suppression while on the HMG, lets squadmates spawn on them in the field, and can build HMG positions almost anywhere. Their job is to pin enemies with suppressive fire, opening the way for allies or denying an enemy advance. The tradeoff: they’re an easy target for snipers. One Kit fortifies the position with sandbags and gives more benefits while on the HMG; the other reduces HMG build and cooldown time, letting you reposition faster.

Stretcher Bearer
The medic: carries syringes and medical crates, moves faster while holding a syringe, and can spawn on squadmates. Their place is right behind the squad, ready to patch wounds or pick downed allies back up. One Kit lets teammates heal from your backpack, the other gives faster heal speed and extra medic crates.

Classes returning from Isonzo
With new perks, equipment and buildables tailored to the Ottoman Fronts:
- Officer
- Rifleman
- Engineer
- Light Machine Gunner (similar to Assault)
- Spotter (previously Mountaineer)
- Sniper (previously Marksman)
Good to know
Subclass abilities and equipment mirror each other between the British Empire and the Ottomans, with one exception: Light Machine Gunners are exclusive to the British Empire. Weapon options, of course, always depend on your faction.
To learn how to level up classes and weapons once you’ve picked the right role, continue with the class & weapon progression guide.
Source: official devblog “Gallipoli - Classes”, BlackMill Games. Gallipoli is still in development, details described here may change, especially around balancing.